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    posted a message on [Custom Functions]Whats the point?!?

    I have programming experience, nothing professional (amatuer at best and just a hobby), and I know what a function is and what it can do. My question is why would you ever use a function? It seems like almost anything you can do can be done with the functions blizzard provides. What exactly would be the point of using a custom function over one provided by the editor? Is there things you can do with a custom function that the editor's built in functions can't do?

    I'm creating a few functions in a test map I have and the way I am writing them I keep asking myself "why am I even making this a function?". I just can't see any reason to use a custom function. Can someone give an example of when a custom function would be better than an editor provided function?

    Posted in: Triggers
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    posted a message on [Solved]Missile doesn't hit moving target
    Quote from Necromoni: Go

    Is it a parabola missile mover?

    No, I have it set to guidance. I have set the mover to each of the other options but guidance is the only one that will make the missile hit the target (while it isn't moving).

    SOLVED

    I solved this by setting the Orientation of the Guidance movers Pitch, Yaw and Rotation to their max values (5759.64).

    Posted in: Data
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    posted a message on [Solved]Missile doesn't hit moving target

    What would cause my missile based weapon to not hit my target when its moving? If its target is not moving it works just fine, but if the target moves, the missile misses, never impacts anything and moves off to the bottom of the map.

    Posted in: Data
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    posted a message on [Solved]Issue with beam weapon.

    Ok, I got it working now for the most part except for one little issue, two beams are created (1 red and 1 green). What could be causing the green beam to show up as well as the red beam?

    Posted in: Data
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    posted a message on [Solved]Issue with beam weapon.

    OMG! I just wrote out a long post describing the work I done and how i couldn't get it work, then realized what Maniac said. I had the attack actor beam set to the attack actor instead of the beam actor.... :|

    But all the toying around I did to try and fix it, broke something else.

    1. Now I have several beams that get created on top of each other. I think this may have to do with the rate of which the weapon fires?
    2. Also, I modified the tint of the beam to a reddish color and its so light that I can barely see it, how do I brighten the tint color? The multiple beams of green will be a non issue I hope if I can solve #1.
    3. The beam model doesn't stay attached to that target (when it moves) or the medivac (when it moves). To clarify, the medivac will be able to fire the beam/weapon while moving, but it's AI and set up to attack move between several points. What happens on the medivac's side is that if its target moves out of range and the medivac has to move, the beam remains in the place where the medivac was until the animation finishes. On the targets end, when it moves, the beam doesn't stay connected to it. It just jumps around.

      Both of the attached images help explain issues #1 and #2. And pic #2 shows problem #3. This happens for both the red and green beams. The over all effect I am wanting is to have 1 beam that launches from the medivac to its target and for the beam to stay attached to both to the medivac and the target reguardless of movement.
    Posted in: Data
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    posted a message on Zealot riding a Predator

    Here is a question I've wanted to know since the release of the Art Tools....

    Would it be possible to use the Art Tools and modify the units in 3dsmax (adding zealot "riding/mounting" animation, add attachment points to the predator)? Although, I guess if you could just straight up edit models you could remove the bottom half of the zealot, mount the top onto the predator and add a few poly's to join the two together.

    Posted in: Data
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    posted a message on [Solved]Issue with beam weapon.

    Just realized I need Site Actors before I can set up Host Impact and Host Launch in the Beam actor (sorry, its been a while). Im going to go ahead and set those up then hopefully I will get it working. If I solve this I'll edit post accordingly but if not, Ill bug users for help. ;)

    Posted in: Data
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    posted a message on [Solved]Issue with beam weapon.

    So I've set up a beam weapon for my unit and everything works fine...sound, damage, models. Everything except that my beam doesn't "connect" to its target.

    The beam is being shot from an air unit (medivac), it extends out the full length of the model....in the air. I need the beam to connect to its target whether its a ground unit or a air unit. I am assuming I have to look somewhere in Host Impact + of the beam actor, but I've tried a few things and nothing seems to change it. What exactly do I need to do to get the end of the beam to connect to its target

    Posted in: Data
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    posted a message on [Library] Planet View 1.0

    Sorry for the necro, but what would be a good practical use for this? I know that you could use it "offline" in a single player setting but since you cant switch maps on battle.net what would be a good way to use this for a game on battle.net.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Sentry Gun(underground) wont acquire air targets

    Ok figured it out.

    The sentry gun (underground) unit has an unborrow ability set to autocast. The autocast filters for using the ability has ground as required.

    Posted in: Data
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    posted a message on Sentry Gun(underground) wont acquire air targets

    As the title says...

    When the sentry gun pops up out of the ground it shoots both air and ground units. But if there are no ground units around the sentry gun will not attack air units.

    Posted in: Data
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    posted a message on Too many units in map, lags game, probable solution?

    If you have too many units running around on a map, it gets laggy as all hell. I understand why but would like to test a theory about removing the lag from units altogether. However, I would hate to waste my time so I am just going to ask if anyone has a clue about this.

    I know back in the days of SC1/Broodwar you could run into the same issue but the "limitations" for SC2 vs SC1 (as far as unit limits and how it effects lag), is vastly in favor of SC1. Take a map like starship troopers for example, in SC1 it felt more like you were being swarmed because if looked like there were more units. It's like, SC2 has a unit cap of 500 units before it gets laggy, but SC1 had a cap of like 800+.

    If, instead of 3d models, you used 2d sprites as units, would it get rid of the lag? Or at least make it where you could have more units on the map? I've got an idea about putting all the SC1/Broodwar units (as sprites) into a map. Would love it if anyone knew whether or not it would allow me to have 1000+ units on the map at the same time without causing lag.

    Posted in: General Chat
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    posted a message on Behaviour: Multiple Resource Type

    I think resources can only return 1 type of resource. You could rig up some sort of buff behavior with some validators though.

    On a side note, if your trying to remove geysers or minerals from your map, why not just make stuff cost either?

    Posted in: Data
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    posted a message on Building Construction Ability Questions

    Actor Events

    Off the top of my head I would have to say that first you create a new unit and give it model of a vepene geyser. Then, give the new unit an morph ability that builds the refinery. In order to get it working correctly you have to dabble in Actor Events. For example, you create the refinery actor when the button is clicked on and immediately destroy the Geyser. Just reverse the process when the refinery dies. It would look something like this...

    Refinery Actor Events: UnitBirth.Refinery - Ref Destroy GeyserUnit UnitDeath.Refinery - Create GeyserUnit

    Ref = Reference in the list.

    But that is just the simple part, if you plan to add a morph animation then you would have to add that as well.

    Actor events are extremely fun and powerful (visual wise) once you get the hang of it, read up on them as much as you can and it will all start to make sense eventaully.

    Posted in: Data
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    posted a message on Photon cannon appearing unpowered!

    I am pretty sure that it is tied to an actor event. Any unit actor that blizzard created with the power use behavior has two different animations set up to play. 1 for powered and 1 for unpowered. Simply removing the behavior doesn't alter the actor events, you're going to have to do that yourself. Since you duplicated everything, go to your Photon Cannon Copy actor, then double click the (Basic) Event: Events +, scroll down to the very bottom (should be very bottom) to UnitDeathCustomize =>ValidateUnit CasterIsUnpoweredAndNotUnderConstruction < DeathCustomize Variation 2.....Click it then right click and Remove selection.

    Posted in: Data
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